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Well, obviously. DX isn't a good investment if you're optimizing one skill.
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Granted, and in a full-fledged campaign with dozens of other skills it's probably not an issue. Doesn't change the fact that for a single perk this is an extraordinary benefit. The better argument might be that grappling should always default to ST if it makes more sense, and give a perk to make a "technical fighter" or something.
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What, the ST guy's ST+2 or ST-based skill is way higher than the skilled guy's ST-based skill? Only if skilled-guy is either underpowered or not actually skilled-guy but rather fast-guy trying to pass.
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For every DX-ST conversion you gain net +3.5 to break free (1 ST, 2.5 skill). Note that the skilled guy gets no skill bonus to prevent the strong guy from breaking free. I'm assuming we are talking about campaign levels such that several attributes can reasonably be expected to be above normal, in a 20 point game everyone will have 10s and just some skill. But in a cinematic martial arts game, Supers with comic book Hand to Hand, or any number of other settings with adventuring-level points this becomes an issue.
It seems I'm failing to get my point across very well. I don't care to see dexterity be more important or strength unimportant. Nor do I take issue with the stylistic portrayal of Strong Man vs Skilled Guy. I am simply asserting that as written, Power Grappling perk is possibly out of proportion to other perks.